With all the hype and the immersive feel AR offers, of course, it won’t be that old! Right?
Well, believe it or not, AR dates back to the 1960’s. It didn’t have all that fame and claps it normally has today, but as an idea, it was pretty fantastic. Even after decades, it didn’t have the fame it has now.
It all changed in July 2016, when a game was launched changing the fate of both the gaming industry and the Augmented Reality. If you have been a fan of gaming or even technology, you might have already guessed which game it is. But if you are still up in the air, then keep on reading as we unveil the evolution of augmented reality over the years, exploring its past, present, and future.
The origin of augmented reality dates back to the 1960s when Ian Sutherland gave life to the Sword of Damocles at the University of Salt Lake City in the US. The Sword of Damocles was an AR head-mounted three-dimensional display that functions as a pair of glasses that allows the user to view images in 3D.
The name of this device sounds, unique and intriguing, right? And there is a reason for it. The name ‘Sword of Damocles’ was inspired by Greek mythology due to the hovering and imposing installation of the device. Let us make it clear, unlike the AR glasses we know today, the Sword of Damocles was so heavy that it had to be hung from the ceiling. The user will be strapped to the device for it to properly work.
Researchers from the Boeing Computer Service, Tom Caudell, and David Mizell were requested to create an alternative to Boeing's outdated system of large plywood instruction boards for the building of aircraft. As a solution, the researchers came up with the idea to create a head-mounted display for aircraft construction workers and they named it ‘Augmented Reality’.
At that time, Augmented Reality allowed for the display of cable positioning through eyewear, overlaying them onto the boards. As a result, aircraft builders could avoid using different boards for each aircraft and instead, wear custom wiring instructions. Big shoutout to Tom Caudell and David Mizell for coming up with such an awesome innovation and a cool name that we have today!
Louis Rosenburg, a researcher at the US Air Force laboratory, developed an innovative tool called Virtual Fixtures, an AR tool that was specifically designed to provide virtual flight training for Air Force pilots. With this system, military personnel are able to control and direct machinery, thereby enabling safer flying practices. The system is similar to the one used by US Air Force pilots to ensure safe flight practices.
In 1994, writer and producer Julie Martin brought a groundbreaking innovation to the world of theatre and entertainment - the first AR-integrated production . The production, Dancing in Cyberspace, featured acrobats performing alongside virtual objects seamlessly projected onto the stage.
The virtual '1st & Ten' graphic system made its debut during a live NFL game. This system is popularly known as the yellow yard marker, which helps viewers keep track of actions on the field during the game. It displays a yellow line on the field, making it easier for everyone to see where the team has made a first down quickly.
The system has come a long way since its inception and is now more advanced than it was initially. In 2003, the Skycam system introduced a new feature that allows aerial views overlayed with virtual graphics to enhance the viewing experience.
NASA's X-38 spacecraft was designed to improve navigation during test flights by incorporating an advanced Augmented Reality (AR) system. With this innovative technology, pilots can now view a detailed map directly on their screens, allowing for more precise and effective maneuvering during their flights. The creation of the X-38 marked a significant milestone in the world of AR technology, paving the way for more advanced applications in the field of navigation.
The AR Quake, developed by Bruce Thomas from the Wearable Computer Lab, marks a significant milestone in gaming history as the first AR game ever created.
Unlike traditional gaming experiences where players are confined to a single location and a joystick, AR Quake allows players to explore and immerse themselves in a virtual world by wearing a head-mounted display and a backpack containing a computer and gyroscope.
Using the gyroscope, players can move around and view enhanced images within their physical location, resulting in a truly unique and revolutionary gaming experience.
Augmented reality (AR) apps for smartphones made their debut in the early 2000s. One of the first examples of an augmented reality app for mobile devices was an AR tennis game. This game was designed specifically for Nokia phones and allowed two players to play a virtual game of tennis in real-time. It was a groundbreaking innovation in mobile technology and paved the way for the evolution of augmented reality.
BMW has been known to innovate with its marketing strategies and this was evident when they became the first automaker to use Augmented Reality (AR) technology in a magazine advertisement. The aim was to promote the BMW mini as a virtual 3D model.
The ad was designed in such a way that when it was held in front of a computer's camera, the virtual model appeared on the screen. But that wasn't all. The user could interact with the paper by moving it and could even move around the virtual car on the screen. This created an immersive user experience, allowing them to interact with the virtual model in real-time.
Esquire Magazine used augmented reality (AR) technology to enhance its magazine cover. The magazine provided a unique experience to its readers by making the cover image interactive. The readers could scan the cover and see actor Robert Downey Jr. come to life on their mobile device screens. This innovative use of AR technology added value to the magazine and made it stand out from other similar publications.
The development of an open-source software library called ARToolKit in 2000 was a significant milestone in the world of AR. It enabled the integration of AR technology into web browsers and paved the way for the development of webAR. This made AR more accessible to users and opened up new possibilities for businesses to create engaging and interactive experiences for their audiences.
Volkswagen introduced the MARTA app, which utilizes augmented reality to provide step-by-step repair instructions. The app is a great example of how AR training can be applied across various industries. With MARTA, users can access AR-guided instructions that provide a more engaging, interactive, and intuitive way to learn and perform repairs.
Google Glass, a wearable AR technology is designed to be operated through voice commands and requires an internet connection to function. This technology enables users to access various Google apps, including popular ones like Google Maps and Gmail. With the help of this technology, users can comfortably navigate through their daily tasks without having to use their hands, making it a convenient and practical solution for people of all ages.
Snapchat was the first social network to introduce AR (Augmented Reality) filters in 2016. These filters allowed users to add interactive virtual elements to their photos and videos. Other social networks like Facebook and Instagram quickly followed suit in 2017, implementing similar filters and features to their platforms. The introduction of AR filters was a significant milestone in social media, as it allowed users to engage with their friends and followers in new and creative ways.
Just after the launch, the game hit its pinnacle in August with 45 million users from around the world. This was a significant moment for Augmented Reality (AR) technology, as the game demonstrated its potential to engage and captivate a large audience.
The game was developed by Niantic, in partnership with Nintendo and the Pokemon Company. It used GPS technology to locate virtual Pokemon characters in real-world locations, which players could capture, train, and battle. This unique gameplay experience made it seem as though the virtual Pokemon were present in the physical world around the player. Pokémon was a groundbreaking game that demonstrated the immense potential of Augmented Reality.
Furniture giant, IKEA, launched an innovative AR app that enables customers to virtually preview their desired furniture options before making a purchase. The app has been well-received by customers and has set a benchmark for other industries to follow suit and utilize AR technology to enhance their customer experience.
By the end of 2017 and the start of 2018, Augmented Reality (AR) experienced a significant increase in public awareness. This was largely due to the release of AR development kits by both Apple and Google, for their iOS and Android platforms respectively. These development kits, known as ARKit and ARCore SDK, have become essential tools in the AR industry and are still widely used till today.
In 2021, Spark AR emerged as one of the most popular AR platforms, setting high expectations for continuous improvement. However, Spark AR not only met but exceeded these expectations, introducing a range of new features and advancements to meet the needs of its creators.
One of the most significant achievements of 2021 was the rapid growth of the Spark AR community, with over 700 million AR users engaging across Meta's apps and devices each month. This massive global audience has led to AR taking on a whole new level of significance, redefining the landscape of creativity.
In 2022, the global augmented reality market saw substantial growth, reaching a valuation of USD 31.97 billion, and expected to soar to USD 88.4 billion by 2026. AR navigation reached new heights of fluidity and feasibility, with technological advancements like Bluetooth Low Energy (BLE) antennas, Wi-Fi RTT, and ultra-wideband (UWB) making indoor navigation more viable than ever before. This technology is particularly beneficial in vast indoor spaces like distribution centers, shopping malls, and airports, enhancing user experience with seamless AR directions.
The year 2023 saw a surge in AR-based virtual companions, playing a pivotal role in enabling brands to deliver exceptional customer service and elevate customer engagement through personalization. Brands that fail to integrate feature-rich AR tools into their business strategies risk falling behind in attracting audiences and delivering exceptional service.
Virtual try-ons, smart mirrors, and virtual fitting room technologies are set to reshape the online shopping landscape, promising to enhance user experience and drive sales to new heights.
In conclusion, augmented reality has come a long way since its inception in the 1960s. From the heavy and cumbersome Sword of Damocles to the immersive AR games and apps we have today, AR has truly revolutionized the way we interact with technology and the world around us. With the advancements in AR technology, it is exciting to think about what the future holds for this field. From entertainment to education and even navigation, the possibilities for AR are endless, and we can't wait to see what the future holds.